Building Simcity How To Put The World In A Machine By Chaim Gingold

Download Building Simcity How To Put The World In A Machine By Chaim Gingold PDF/ePub or read online books in Mobi eBooks. Click Download or Read Online button to get Building Simcity How To Put The World In A Machine By Chaim Gingold book now. This website allows unlimited access to, at the time of writing, more than 1.5 million titles, including hundreds of thousands of titles in various foreign languages.
Building SimCity

A deep dive into the trailblazing simulation game SimCity, situating it in the history of games, simulation, and computing. Building SimCity explores the history of computer simulation by chronicling one of the most influential simulation games ever made: SimCity. As author Chaim Gingold explains, Will Wright, the visionary designer behind the urban planning game, created SimCity in part to learn about cities, appropriating ideas from traditions in which computers are used as tools for modeling and thinking about the world as a complex system. As such, SimCity is a microcosm of the histories and cultures of computer simulation that engages with questions, themes, and representational techniques that reach back to the earliest computer simulations. Gingold uses SimCity to explore a web of interrelated topics in the history of technology, software, and simulation, taking us far and wide—from the dawn of programmable computers to miniature cities made of construction paper and role-play. An unprecedented history of Maxis, the company founded to bring SimCity to market, the book reveals Maxis’s complex relations with venture capitalists, Nintendo, and the Santa Fe Institute, which shaped the evolution of Will Wright’s career; Maxis’s failure to back The Sims to completion; and the company’s sale to Electronic Arts. A lavishly visual book, Building SimCity boasts a treasure trove of visual matter to help bring its wide-ranging subjects to life, including painstakingly crafted diagrams that explain SimCity’s operation, the Kodachrome photographs taken by Charles Eames of schoolchildren making model cities, and Nintendo’s manga-style “Dr. Wright” character design, just to name a few.
Building SimCity

A deep dive into the trailblazing simulation game SimCity, situating it in the history of games, simulation, and computing. Building SimCity explores the history of computer simulation by chronicling one of the most influential simulation games ever made: SimCity. As author Chaim Gingold explains, Will Wright, the visionary designer behind the urban planning game, created SimCity in part to learn about cities, appropriating ideas from traditions in which computers are used as tools for modeling and thinking about the world as a complex system. As such, SimCity is a microcosm of the histories and cultures of computer simulation that engages with questions, themes, and representational techniques that reach back to the earliest computer simulations. Gingold uses SimCity to explore a web of interrelated topics in the history of technology, software, and simulation, taking us far and wide—from the dawn of programmable computers to miniature cities made of construction paper and role-play. An unprecedented history of Maxis, the company founded to bring SimCity to market, the book reveals Maxis’s complex relations with venture capitalists, Nintendo, and the Santa Fe Institute, which shaped the evolution of Will Wright’s career; Maxis’s failure to back The Sims to completion; and the company’s sale to Electronic Arts. A lavishly visual book, Building SimCity boasts a treasure trove of visual matter to help bring its wide-ranging subjects to life, including painstakingly crafted diagrams that explain SimCity’s operation, the Kodachrome photographs taken by Charles Eames of schoolchildren making model cities, and Nintendo’s manga-style “Dr. Wright” character design, just to name a few.
The Magic of Code

In the tradition of classics such as The Lives of a Cell, a bold reframing of our relationship with technology that argues code is "a universal force—swirling through disciplines, absorbing ideas, and connecting worlds" (Linda Liukas). In the digital world, code is the essential primary building block, the equivalent of the cell or DNA in the biological sphere—and almost as mysterious. Code can create entire worlds, real and virtual; it allows us to connect instantly to people and places around the globe; and it performs tasks that were once only possible in science fiction. It is a superpower, and not just in a technical sense. It is also a gateway to ideas. As vividly illustrated by Samuel Arbesman, it is the ultimate connector, providing new insight and meaning into how everything from language and mythology to biblical texts, biology, and even our patterns of thought connect with the history and nature of computing. While the building block of code can be used for many wondrous things it can also create deeper wedges in our society and be weaponized to cause damage to our planet or our civilization. Code and computing are too important to be left to the tech community; it is essential that each of us engage with it. And we fail to understand it to our detriment. By providing us with a framework to think about coding and its effects upon the world and placing the past, current, and future developments in computing into its broader setting we see how software and computers can work for people as opposed to against our needs. With this deeper understanding into the “why” of coding we can be masters of technology rather than its subjects.